version 1.1 | | version 1.2 |
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| | Random Map Styles |
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Some comments are necessary on the various styles. | | Some comments are necessary on the various styles. |
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A style is always a crossfire map, like any other crossfire map. | | A style is always a crossfire map, like any other crossfire map. |
However, they are treated differently. | | However, they are treated differently. So some care is required for what goes into the styles directories. |
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So some care is required for what goes into the styles directories: | | |
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Contents of maps/styles: | | Contents of maps/styles: |
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decorstyles/* | | decorstyles |
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"Decor" are objects which are primarily for atmosphere. Decor | | "Decor" are objects which are primarily for atmosphere. Decor |
is presently placed randomly in the map. Live objects should | | is presently placed randomly in the map. Live objects should |
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not usually placed on top of other objects except floors. | | not usually placed on top of other objects except floors. |
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doorstyles/* | | doorstyles |
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Doors are needed in the game. The doorstyles are split into subdirectories: | | Doors are needed in the game. The doorstyles are split into subdirectories: |
hdoors/*, vdoors/*, and 2 other directories which are not used. | | hdoors/*, vdoors/*, and 2 other directories which are not used. |
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vdoors there should be an identically named file in hdoors. | | vdoors there should be an identically named file in hdoors. |
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exitstyles/* | | exitstyles |
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Exits are how you get from random map to random map, or back out | | Exits are how you get from random map to random map, or back out |
of random maps, or into a quest level. "down" exits are exits which | | of random maps, or into a quest level. "down" exits are exits which |
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random map generator picks depends on the orientation of the map: see | | random map generator picks depends on the orientation of the map: see |
RandomMaps.doc | | RandomMaps.doc |
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floorstyles/* | | floorstyles |
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Styles of floors. Right now, one floor is chosen from one style, and | | Styles of floors. Right now, one floor is chosen from one style, and |
that is the floor for the whole map. If you want to specify a specific | | that is the floor for the whole map. If you want to specify a specific |
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traps. Some potions are good, others bad: they're mostly beneficial | | traps. Some potions are good, others bad: they're mostly beneficial |
at this instant. | | at this instant. |
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monsterstyles/* | | monsterstyles |
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Only subdirectories are allowed in this directory. Each subdirectory | | Only subdirectories are allowed in this directory. Each subdirectory |
must contain one or more files of the form filename_# | | must contain one or more files of the form filename_# |
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The style file with a # closest to the current dungeon level is used | | The style file with a # closest to the current dungeon level is used |
for choosing the monsters. | | for choosing the monsters. |
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specialmaps/* | | specialmaps |
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These are special maps. They are NOT styles: they are small maps | | These are special maps. They are NOT styles: they are small maps |
which are included verbatim into larger maps. | | which are included verbatim into larger maps. |
SPECIAL MAPS MUST HAVE A 1-square PASSABLE | | SPECIAL MAPS MUST HAVE A 1-square PASSABLE |
BORDER AROUND THEM: otherwise, they may break the map they're placed in. | | BORDER AROUND THEM: otherwise, they may break the map they're placed in. |
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specialstyles/* | | specialstyles |
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Unused. Probably misc/fountains belongs in here. Oh well. | | Unused. Probably misc/fountains belongs in here. Oh well. |
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trapstyles/* | | trapstyles |
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Unused. When/if someone get around to putting traps into the generator, | | Unused. When/if someone get around to putting traps into the generator, |
maybe these will matter. | | maybe these will matter. |
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treasurestyles/* | | treasurestyles |
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Styles of treasures. Treasures are picked randomly from the styles, | | Styles of treasures. Treasures are picked randomly from the styles, |
similarly to decor. Frequency of appearance in the randomly generated map | | similarly to decor. Frequency of appearance in the randomly generated map |
is proportional to frequency of appearance in the style map. | | is proportional to frequency of appearance in the style map. |
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wallstyles/* | | wallstyles |
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The different wall styles. One wall from one of these files is | | The different wall styles. One wall from one of these files is |
picked for the walls of the entire random map, similar to floors. | | picked for the walls of the entire random map, similar to floors. |
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